My issue with this is that, from an external perspective, nothing has changed.
I might BE more represented but if I can't address / be addressed by my representative, only by FB, I cannot KNOW that I am more represented.
The community's line of communication is unchanged and there is an...
I want to 'yes and...' some of this a bit, because I feel like this thread went in kind of a shifty direction and I want to do my part to put it back on track:
As much as I dislike the idea of anonymous community representation, I do not support pressuring any of the current members of the...
Yeah none of this means a GD thing if we don't know who is on the council. Anonymous representation isn't representation, it's more like "player informants."
I like the format of the report though! Seems like a really solid way to keep us in the loop about broad scale design objectives.
But we...
I've always just assumed that the origin warp gate was a placeholder for player built warp gates.
Like it's unavoidable really, you cannot have cap ships be the only way to move players / ships between moons.
Maybe there will be some third option at some point but honestly I don't see the...
Yeah, I hear you.
I'm just saying there is a really good chance that the reason we never heard anything more about this is because there just isn't an answer to the question at all anymore - and if I'm a dev for FB and my only response to this thread with a bunch of people clamoring after an...
I think they have an enormous backlog standing in between them and a game that actually has shit for people to do, and they made a judgement call to prioritize developing less baked areas of the game.
I'm also frustrated about this - I think knowing more about the future of the designer and...
Territory control - established via station
Economy - Player run AHs, Alloy production, Automated production facilities, all run on stations
Hotspots / Zones of interest - see Territory control
So in my mind it does make a lot of sense to focus on sieges, since all the upcoming "solutions"...
Read the thread dude.
Nobody is suggesting this should take priority over any currently planned features. You keep making the argument that other shit is more important - that's not an argument. Everyone involved in the discussion accepts that as a premise. You can stop bringing that up now...
Yeah, I don't think the turrets conceptually make or break the concept either, just kind of riffing on the concept and seeing where it takes us.
Collecting the reward in full takes an hour, and if nobody is around to stop you, IMO that's a design failure of 'insufficient incentive.' I think...
Eh. It's a lot lower key then a lot of other suggestions and nobody is suggesting this would take priority over the existing roadmap.
OP explicitly calls out that this would be a "roadmap 2" proposal.
And you can say that bigger factions would dominate any PvP mechanic / event and be just as...
I think you can solve for most of this with level design. If the path in to the loading dock is somewhat cramped, it solves for this by just forcing people to slow down to get to the dock.
So basically a series of somewhat short tunnels with a couple switchbacks, opening into the loading bay...
It seems like the idea of a static installation that spawns a valuable resource that you can own as a faction is already better covered by stations and the eventual foundry / factory / smelting mechanics, whereas what your idea brings to the table seems to be more about ensuring that combat...
It's the only chunk of the game that mostly works as is, save perhaps for mining asteroids.
Everything else is either buggy as hell or a total placeholder for a real mechanic.
If I were FB I would also be putting my energy elsewhere for a bit.
.5 hz is more than sufficient to guide a torpedo to a target. It's been done.
Remember we used to do this shit back when the most advanced computers were damn near that slow - and primarily we did it by ruthlessly optimizing or delegating more to mechanical devices than to code or processors...
FWIW there has been some talk of automated production being a future feature of stations.
It is currently unclear how sophisticated these production lines would be or what the level of infrastructure necessary to support them might be, but the devs commentary on the subject has definitely...
MMO economics.
Players (especially newer players, because they have less capital) are willing to spend time -doing something- to make money, but rarely are willing to spend time -waiting- for said money.
This creates a severe downward pull on prices for any easily available materials.
An...
If this is indeed what @MixCTATNCT intended to communicate:
The part where some aspects of this are unoriginal is only significant because it means a bunch of wasted space discussing concepts that are already understood to be on the roadmap, which dilutes the portion of this "suggestion" that...
Regarding Mining concerns (#1-3) :
Lauri's discussed resource distribution a few times, and something like 'hotspots' in the belt is definitely on the TODO, though it's not clear really what form this is supposed to take, or where on the priority list it lives (somewhere after sieges...
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